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Grant: Discovery Grants Program - Individual

University of Ontario Institute of Technology

$36,000.00

Improving and Evaluating the Effectiveness of Interactive Volumetric Video

FY 2023-24

Summary
Volumetric Video-often referred to as a 4D video-is a computational fusion of digital video and depth data, resulting in a spatialized, and potentially navigable `hologram'. Volumetric video is becoming increasingly prevalent and sophisticated, driven by interest in augmented (AR) and virtual reality (VR) as VV affords a level of realism not commonly present in traditional 3D modeling and animation approaches. Staying true to its name, volumetric video is essentially a `video' (where each frame is a 3D model) in a 3D space retaining all of the advantages and limitations of `video' as a medium. Volumetric video aims to be a true recording of events occurring in the performative space and as such can be highly realistic making it a valuable medium for free-viewpoint playback with no user interaction other than standard video controls (e.g. play/pause). This proposal investigates the effectiveness of volumetric video for interactive simulation and training scenarios, and improves the state-of-the-art by developing new algorithms that fuse modern computer animation techniques with volumetric video to add interactivity to a highly dynamic yet immutable medium. Evolving volumetric video with modern animation techniques (originally developed for use with motion-capture) has the potential to impact the simulation and training industries enabling higher levels of realism, and providing interactive simulation designers the capability to quickly and effectively prototype new ideas. Although volumetric video has the potential to increase visual realism of real-time training scenarios, demonstrating whether volumetric video actually improves the user experience leading to improved training outcomes beyond traditional methods is yet to be determined. Does the increased visual fidelity of VV fall into the `uncanny valley' due to small imperfections in the result leading to an inferior training experience? How interactive should volumetric video assets be in order to retain immersion and improve training outcomes? This leads to the following driving research questions: is volumetric video an effective medium for simulation and training in VR and can we improve the interactivity of volumetric video? This research program will explore these questions in two phases: (1) exploring the `effectiveness' of volumetric video for simulation-based learning through a user testing methodology, (2) evolving animation techniques originally designed for motion capture to work with the new volumetric medium.
Program
Discovery Grants Program - Individual
Location
Ontario, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data

As published

Application id
RGPIN-2023-04506
Name nom
Hogue, Andrew
Department département
Faculty of Business and IT
Organization id
19222
Institution établissement
University of Ontario Institute of Technology
Province en
Ontario
Province fr
Ontario
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2023
Competition year année de concours
2023
Award amount
36000
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1507
Committee name en
Computer Science
Committee name fr
Sciences informatiques
Area of application code
801
Area of application group en
Information and communication services
Area of application group fr
Services d'information et de télécommunications
Area of application en
Computer software
Area of application fr
Logiciel
Research subject code
2716
Research subject group en
Information technology
Research subject group fr
Virtual reality and related simulations
Research subject en
Technologie de l'information
Research subject fr
Réalité virtuelle et simulations connexes
Application title
Improving and Evaluating the Effectiveness of Interactive Volumetric Video
Keyword
3d reconstruction; animation algorithms; dynamic avatars; interactive simulation; motion matching; simulation based learning; user interfaces; volumetric video
Application summary
Volumetric Video-often referred to as a 4D video-is a computational fusion of digital video and depth data, resulting in a spatialized, and potentially navigable `hologram'. Volumetric video is becoming increasingly prevalent and sophisticated, driven by interest in augmented (AR) and virtual reality (VR) as VV affords a level of realism not commonly present in traditional 3D modeling and animation approaches. Staying true to its name, volumetric video is essentially a `video' (where each frame is a 3D model) in a 3D space retaining all of the advantages and limitations of `video' as a medium. Volumetric video aims to be a true recording of events occurring in the performative space and as such can be highly realistic making it a valuable medium for free-viewpoint playback with no user interaction other than standard video controls (e.g. play/pause). This proposal investigates the effectiveness of volumetric video for interactive simulation and training scenarios, and improves the state-of-the-art by developing new algorithms that fuse modern computer animation techniques with volumetric video to add interactivity to a highly dynamic yet immutable medium. Evolving volumetric video with modern animation techniques (originally developed for use with motion-capture) has the potential to impact the simulation and training industries enabling higher levels of realism, and providing interactive simulation designers the capability to quickly and effectively prototype new ideas. Although volumetric video has the potential to increase visual realism of real-time training scenarios, demonstrating whether volumetric video actually improves the user experience leading to improved training outcomes beyond traditional methods is yet to be determined. Does the increased visual fidelity of VV fall into the `uncanny valley' due to small imperfections in the result leading to an inferior training experience? How interactive should volumetric video assets be in order to retain immersion and improve training outcomes? This leads to the following driving research questions: is volumetric video an effective medium for simulation and training in VR and can we improve the interactivity of volumetric video? This research program will explore these questions in two phases: (1) exploring the `effectiveness' of volumetric video for simulation-based learning through a user testing methodology, (2) evolving animation techniques originally designed for motion capture to work with the new volumetric medium.